Elin Decompiled Documentation EA 23.130 Nightly
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LayerLoadGame Class Reference
Inheritance diagram for LayerLoadGame:
ELayer Layer IUISkin

Public Member Functions

void Init (bool _backup, string _pathBackup="", string _idDest="")
 
void RefreshList (string id=null)
 
void RefreshInfo (GameIndex i)
 
- Public Member Functions inherited from ELayer
override void OnBeforeAddLayer ()
 
void InitInspector ()
 
sealed override void Init ()
 
override void OnAfterAddLayer ()
 
void TryShowHelp ()
 
void AddLayerToUI (string id)
 
void TryShowHint (string _langHint=null)
 
void TalkHomeMemeber (string id)
 
void TalkMaid (string id)
 
override void OnRightClick ()
 
- Public Member Functions inherited from Layer
virtual string GetTextHeader (Window window)
 
virtual bool HeaderIsListOf (int id)
 
virtual void Init ()
 
virtual void OnInit ()
 
virtual void OnAfterInit ()
 
virtual void ApplySkin ()
 
void ShowScreenLock (string id)
 
void UpdateInput ()
 
virtual void OnUpdateInput ()
 
virtual void OnRightClick ()
 
virtual bool OnBack ()
 
virtual void OnChangeLayer ()
 
virtual void OnCreate ()
 
void _AddLayer (string id)
 
Layer AddLayer (string id)
 
AddLayer< T > ()
 
AddLayer< T > (string id)
 
AddLayerDontCloseOthers< T > ()
 
Layer AddLayerDontCloseOthers (Layer l)
 
GetOrAddLayer< T > ()
 
virtual void OnBeforeAddLayer ()
 
virtual void OnAfterAddLayer ()
 
Layer AddLayer (Layer l)
 
void ToggleLayer (string id)
 
ToggleLayer< T > (string id=null)
 
void WaitAndClose ()
 
void OnClickClose ()
 
virtual void Close ()
 
void CloseLayers ()
 
void RemoveLayers (bool removeImportant=false)
 
bool RemoveLayer< T > ()
 
void RemoveLayer (Layer l)
 
virtual void OnKill ()
 
Layer SetOnKill (Action action)
 
void DisableClose ()
 
void Delay (float duration=0.05f)
 
Layer SetDelay (float d)
 
Layer GetLayer (string id)
 
GetLayer< T > (bool fromTop=false)
 
Layer GetTopLayer ()
 
void SwitchContent (int idWindow, int i)
 
virtual void OnSwitchContent (Window window)
 
Layer SetTitles (string langList, string idHeaderRow=null)
 
bool IsBlockWidgetClick ()
 
bool IsHideHud ()
 
bool IsAllowGeneralInput ()
 
bool IsUseBlur ()
 
bool IsPointerOnLayer ()
 
void ApplySkin ()
 

Public Attributes

UIList list
 
GameObject goInfo
 
GameObject goNoInfo
 
GameObject goInfo2
 
GameObject goCloudWarn
 
UINote note
 
UIButton buttonLoad
 
UIButton buttonDelete
 
UIButton buttonBackup
 
UIButton buttonOpen
 
UIButton buttonListBackup
 
UIButton buttonMove
 
UIButton buttonRename
 
List< GameIndexworlds
 
Portrait portrait
 
UIText textAka
 
UIText textName
 
UIText textInfo
 
UIText textRace
 
UIText textJob
 
UIText textDeepest
 
UIText textDays
 
- Public Attributes inherited from Layer
Option option
 
UnityEvent onKill
 
Anime animeIn
 
Anime animeOut
 
bool closeOthers
 
bool defaultActionMode = true
 
Button screenLock
 
Layer parent
 
string idLayer
 
List< Layerlayers = new List<Layer>()
 
Vector2 lastParentPos
 
List< Windowwindows = new List<Window>()
 
string langHint
 

Properties

bool cloud [get]
 
- Properties inherited from ELayer
static Core core [get]
 
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static FactionBranch Branch [get]
 
static Faction Home [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static CoreConfig config [get]
 
static GameSetting setting [get]
 
static ColorProfile Colors [get]
 
static SourceManager sources [get]
 
static World world [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 
bool IsFloat [get]
 
virtual string IdHelp [get]
 
- Properties inherited from Layer
Layer TopLayer [get]
 
string uid [get]
 
virtual RectTransform rectLayers [get]
 
virtual bool blockWidgetClick [get]
 

Private Attributes

string pathRoot
 
string idDest
 
string pathBackup
 
bool backup
 

Additional Inherited Members

- Static Public Member Functions inherited from ELayer
static int rnd (int a)
 
- Static Public Member Functions inherited from Layer
static T Create< T > ()
 
static T Create< T > (string path)
 
static Layer Create (string path)
 
- Static Public Attributes inherited from Layer
static int skipInput
 
static bool closeOnRightClick
 
static bool rightClicked
 
static bool cancelKeyDown
 
static bool ignoreSounds
 
static Transform blurStopInstance
 
static string[] searchPath = new string[3] { "Layer", "Layer/Dialog", "Layer/LayerHome" }
 
- Protected Member Functions inherited from ELayer
sealed override void _Close ()
 
sealed override void Kill ()
 
- Protected Member Functions inherited from Layer
virtual void Awake ()
 
virtual void _Close ()
 
virtual void Kill ()
 
- Protected Attributes inherited from Layer
RectTransform _rect
 
bool isDestroyed
 

Detailed Description

Definition at line 7 of file LayerLoadGame.cs.

Member Function Documentation

◆ Init()

void LayerLoadGame.Init ( bool  _backup,
string  _pathBackup = "",
string  _idDest = "" 
)
inline

Definition at line 63 of file LayerLoadGame.cs.

64 {
65 backup = _backup;
66 pathBackup = _pathBackup;
67 idDest = _idDest;
68 if (backup)
69 {
70 for (int i = 0; i < 2; i++)
71 {
72 Vector2 anchoredPosition = windows[i].Rect().anchoredPosition;
73 windows[i].Rect().anchoredPosition = new Vector2(anchoredPosition.x + 40f, anchoredPosition.y - 30f);
74 }
75 }
76 if (!backup && Application.isEditor)
77 {
78 FileInfo[] files = new DirectoryInfo("D:\\Download").GetFiles();
79 foreach (FileInfo fileInfo in files)
80 {
81 if (fileInfo.Name.StartsWith("world") && fileInfo.Name.EndsWith(".zip"))
82 {
83 string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(fileInfo.Name);
84 string path = CorePath.RootSave + fileNameWithoutExtension;
85 if (!Directory.Exists(path))
86 {
87 Directory.CreateDirectory(path);
88 new StreamWriter(new MemoryStream());
89 ReadOptions options = new ReadOptions();
90 ZipFile.Read(fileInfo.FullName, options).ExtractAll(path);
91 }
92 }
93 }
94 }
96 if (!backup)
97 {
98 windows[0].ClearBottomButtons();
99 windows[0].AddBottomButton("toggleCloud", delegate
100 {
101 ELayer.core.config.cloud = !ELayer.core.config.cloud;
102 SE.Tab();
103 RefreshList();
104 });
105 }
106 }
bool cloud
Definition: CoreConfig.cs:588
CoreConfig config
Definition: Core.cs:70
Definition: ELayer.cs:4
static Core core
Definition: ELayer.cs:7
string pathBackup
void RefreshList(string id=null)
List< Window > windows
Definition: Layer.cs:116

References backup, CoreConfig.cloud, Core.config, ELayer.core, idDest, pathBackup, RefreshList(), and Layer.windows.

◆ RefreshInfo()

void LayerLoadGame.RefreshInfo ( GameIndex  i)
inline

Definition at line 161 of file LayerLoadGame.cs.

162 {
163 goInfo.SetActive(value: true);
164 goNoInfo.SetActive(value: false);
165 note.Clear();
166 note.AddTopic("version".lang(), i.version.GetText());
167 note.AddTopic("date_real".lang(), i.RealDate);
168 note.AddTopic("date_game".lang(), i.GameData);
169 note.AddTopic("ID", i.id);
171 goInfo2.SetActive(flag);
172 if (i.IsCorrupted)
173 {
174 note.Space();
175 note.AddText("corrupted_folder".lang(), FontColor.Bad);
176 }
177 else if (!flag)
178 {
179 note.Space();
180 note.AddText("incompatible".lang(), FontColor.Bad);
181 }
182 else
183 {
184 note.AddTopic("currentZone".lang(), i.zoneName);
185 }
188 textDays.SetText("infoHire".lang(i.days.ToString() ?? ""));
189 textDeepest.SetText("deepestLv2".lang(i.deepest.ToString() ?? ""));
190 textRace.SetText(ELayer.sources.races.map.TryGetValue(i.idRace)?.GetName().ToTitleCase() ?? "");
191 textJob.SetText(ELayer.sources.jobs.map.TryGetValue(i.idJob)?.GetName().ToTitleCase() ?? "");
192 if (!i.idPortrait.IsEmpty())
193 {
194 portrait.SetActive(enable: true);
195 Color color = Color.white;
196 ColorUtility.TryParseHtmlString("#" + i.color, out color);
198 }
199 else
200 {
201 portrait.SetActive(enable: false);
202 }
203 note.Build();
204 int num = 0;
205 if (!backup)
206 {
208 }
209 buttonListBackup.mainText.SetText("listBackup".lang() + " (" + num + ")");
210 buttonListBackup.SetActive(!backup && num > 0);
212 buttonBackup.SetActive(!backup && (!ELayer.core.IsGameStarted || i.id == Game.id));
213 buttonOpen.SetActive(backup);
214 buttonMove.SetActive(!backup && !ELayer.core.IsGameStarted);
215 buttonMove.mainText.SetText((cloud ? "fromCloud" : "toCloud").lang());
216 buttonRename.SetActive(!backup && !cloud && !ELayer.core.IsGameStarted);
217 buttonRename.SetOnClick(delegate
218 {
219 Dialog.InputName("dialogTeleportId", i.id, delegate(bool cancel, string text)
220 {
221 if (!cancel && !text.IsEmpty())
222 {
223 try
224 {
225 if (Directory.Exists(CorePath.RootSave + text))
226 {
227 throw new Exception(text + " already exists.");
228 }
229 Directory.Move(CorePath.RootSave + i.id, CorePath.RootSave + text);
230 if (Directory.Exists(CorePath.PathBackup + i.id))
231 {
232 if (Directory.Exists(CorePath.PathBackup + text))
233 {
234 throw new Exception("Backup/" + text + " already exists.");
235 }
236 Directory.Move(CorePath.PathBackup + i.id, CorePath.PathBackup + text);
237 }
238 RefreshList(text);
239 }
240 catch (Exception ex2)
241 {
242 ELayer.ui.Say(ex2.Message);
243 }
244 }
245 });
246 });
247 buttonMove.SetOnClick(delegate
248 {
249 Dialog.YesNo("dialog_switchCloud", delegate
250 {
251 string sourceDirName = (cloud ? CorePath.RootSaveCloud : CorePath.RootSave) + i.id;
252 string text2 = (cloud ? CorePath.RootSave : CorePath.RootSaveCloud) + i.id;
253 string text3 = (cloud ? CorePath.PathBackupCloud : CorePath.PathBackup) + i.id;
254 string text4 = (cloud ? CorePath.PathBackup : CorePath.PathBackupCloud) + i.id;
255 bool flag2 = Directory.Exists(text3);
256 if (Directory.Exists(text2) || Directory.Exists(text4))
257 {
258 SE.Beep();
259 ELayer.ui.Say("cloud_conflict");
260 }
261 else
262 {
263 SE.Play("mutation");
264 try
265 {
266 if (flag2)
267 {
268 Debug.Log("Converting Backup files:");
269 Directory.Move(text3, text4);
270 foreach (GameIndex game in GameIO.GetGameList(((!cloud) ? CorePath.PathBackupCloud : CorePath.PathBackup) + i.id + "/"))
271 {
272 Debug.Log("Processing:" + game.id + ": " + game.path);
273 if (!cloud)
274 {
275 GameIO.PrepareSteamCloud(game.id, game.path);
276 }
277 }
278 }
279 Debug.Log("Converting Current World:");
280 Directory.Move(sourceDirName, text2);
281 i.path = text2;
282 i.cloud = !cloud;
283 GameIO.UpdateGameIndex(i);
284 if (i.cloud)
285 {
286 GameIO.PrepareSteamCloud(i.id);
287 }
288 }
289 catch (Exception ex)
290 {
291 ELayer.ui.Say(ex.Message);
292 }
293 RefreshList();
294 }
295 });
296 });
297 buttonLoad.onClick.RemoveAllListeners();
298 buttonDelete.onClick.RemoveAllListeners();
299 buttonLoad.SetOnClick(delegate
300 {
302 if (backup)
303 {
304 Dialog.YesNo("dialog_restoreWarning", delegate
305 {
306 GameIO.DeleteGame(idDest, cloud, deleteBackup: false);
308 SE.WriteJournal();
309 Close();
310 Game.TryLoad(idDest, cloud, delegate
311 {
313 });
314 });
315 }
316 else
317 {
319 {
321 ELayer.ui.Say("backupDone");
322 i.madeBackup = true;
324 }
325 Game.TryLoad(i.id, cloud, delegate
326 {
327 Game.Load(i.id, cloud);
328 });
329 }
330 });
331 buttonDelete.SetOnClick(delegate
332 {
333 Dialog.YesNo("dialogDeleteGame", delegate
334 {
336 worlds = null;
337 RefreshList();
338 SE.Trash();
339 });
340 });
341 buttonListBackup.SetOnClick(delegate
342 {
343 ELayer.ui.AddLayer<LayerLoadGame>().Init(_backup: true, (cloud ? CorePath.PathBackupCloud : CorePath.PathBackup) + i.id + "/", i.id);
344 });
345 buttonBackup.SetOnClick(delegate
346 {
348 {
349 ELayer.game.backupTime = 0.0;
350 ELayer.game.Save();
351 }
352 i.cloud = cloud;
354 ELayer.ui.Say("backupDone");
355 SE.WriteJournal();
356 RefreshInfo(i);
357 });
358 buttonOpen.SetOnClick(delegate
359 {
361 });
362 buttonLoad.SetActive(flag);
363 }
FontColor
Definition: FontColor.cs:2
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Definition: UIBook.cs:627
Version version
Definition: BaseCore.cs:17
static string RootSave
Definition: CorePath.cs:206
static string RootSaveCloud
Definition: CorePath.cs:208
static string PathBackup
Definition: CorePath.cs:216
static string PathBackupCloud
Definition: CorePath.cs:218
bool IsGameStarted
Definition: Core.cs:84
Definition: Dialog.cs:7
static Dialog YesNo(string langDetail, Action actionYes, Action actionNo=null, string langYes="yes", string langNo="no")
Definition: Dialog.cs:244
static Dialog InputName(string langDetail, string text, Action< bool, string > onClose, InputType inputType=InputType.Default)
Definition: Dialog.cs:528
sealed override void Init()
Definition: ELayer.cs:67
static SourceManager sources
Definition: ELayer.cs:37
static Game game
Definition: ELayer.cs:9
static UI ui
Definition: ELayer.cs:21
Definition: GameIO.cs:10
static void DeleteGame(string id, bool cloud, bool deleteBackup=true)
Definition: GameIO.cs:264
static void UpdateGameIndex(GameIndex i)
Definition: GameIO.cs:249
static List< GameIndex > GetGameList(string path, bool sortByName=false, bool includeEmptyFolder=false)
Definition: GameIO.cs:286
static void MakeBackup(GameIndex index, string suffix="")
Definition: GameIO.cs:112
string RealDate
Definition: GameIndex.cs:52
string pcName
Definition: GameIndex.cs:27
bool IsCorrupted
Definition: GameIndex.cs:59
string id
Definition: GameIndex.cs:13
int deepest
Definition: GameIndex.cs:19
string idJob
Definition: GameIndex.cs:35
string idRace
Definition: GameIndex.cs:33
string aka
Definition: GameIndex.cs:29
int days
Definition: GameIndex.cs:17
Version version
Definition: GameIndex.cs:21
string color
Definition: GameIndex.cs:15
string path
Definition: GameIndex.cs:48
bool madeBackup
Definition: GameIndex.cs:37
string zoneName
Definition: GameIndex.cs:23
string GameData
Definition: GameIndex.cs:54
string idPortrait
Definition: GameIndex.cs:31
Definition: Game.cs:8
static void Load(string id, bool cloud)
Definition: Game.cs:313
static bool TryLoad(string id, bool cloud, Action onLoad)
Definition: Game.cs:302
static string id
Definition: Game.cs:147
bool Save(bool isAutoSave=false, bool silent=false)
Definition: Game.cs:944
Definition: IO.cs:11
static void CopyDir(string sourceDirectory, string targetDirectory, Func< string, bool > funcExclude=null)
Definition: IO.cs:233
GameObject goNoInfo
UIButton buttonRename
void RefreshInfo(GameIndex i)
UIButton buttonOpen
UIButton buttonBackup
UIButton buttonLoad
UIButton buttonDelete
UIButton buttonListBackup
Portrait portrait
GameObject goInfo
GameObject goInfo2
List< GameIndex > worlds
UIText textDeepest
UIButton buttonMove
static void KillActor()
Definition: LayerTitle.cs:191
virtual void Close()
Definition: Layer.cs:463
void SetPortrait(string id, Color colorOverlay=default(Color), bool applyColorMod=true)
Definition: Portrait.cs:213
SourceRace races
SourceJob jobs
UIText mainText
Definition: UIButton.cs:102
void Clear()
Definition: UINote.cs:35
UIItem AddTopic(string id, string text, string value=null)
Definition: UINote.cs:144
UIItem AddText(string text, FontColor color=FontColor.DontChange)
Definition: UINote.cs:113
void Space(int sizeY=0, int sizeX=1)
Definition: UINote.cs:62
void Build()
Definition: UINote.cs:49
void SetText(string s)
Definition: UIText.cs:159
Definition: Util.cs:10
static void ShowExplorer(string itemPath, bool selectFirstFile=false)
Definition: Util.cs:228
string GetText()
Definition: Version.cs:16
bool IsBelow(int _major, int _minor, int _batch)
Definition: Version.cs:31
bool IsSaveCompatible(Version v)
Definition: Version.cs:82

References UINote.AddText(), UINote.AddTopic(), GameIndex.aka, backup, UINote.Build(), buttonBackup, buttonDelete, buttonListBackup, buttonMove, buttonOpen, buttonRename, UINote.Clear(), cloud, Color, GameIndex.color, ELayer.core, GameIndex.days, GameIndex.deepest, GameIndex.GameData, GameIO.GetGameList(), Version.GetText(), goInfo, goInfo2, goNoInfo, Game.id, GameIndex.id, GameIndex.idJob, GameIndex.idPortrait, GameIndex.idRace, Dialog.InputName(), GameIndex.IsCorrupted, Core.IsGameStarted, Version.IsSaveCompatible(), SourceManager.jobs, UIButton.mainText, note, CorePath.PathBackup, CorePath.PathBackupCloud, GameIndex.pcName, portrait, SourceManager.races, GameIndex.RealDate, Portrait.SetPortrait(), UIText.SetText(), ELayer.sources, UINote.Space(), textAka, textDays, textDeepest, textJob, textName, textRace, ELayer.ui, GameIndex.version, BaseCore.version, and GameIndex.zoneName.

Referenced by RefreshList().

◆ RefreshList()

void LayerLoadGame.RefreshList ( string  id = null)
inline

Definition at line 108 of file LayerLoadGame.cs.

109 {
110 if (!backup)
111 {
112 windows[0].SetCaption("saveList".lang() + (cloud ? (" " + "isCloud".lang()) : ""));
113 }
114 pathRoot = (backup ? pathBackup : (cloud ? CorePath.RootSaveCloud : CorePath.RootSave));
116 goCloudWarn.SetActive(cloud && !backup);
117 goInfo.SetActive(value: false);
118 goNoInfo.SetActive(value: true);
119 list.Clear();
120 list.callbacks = new UIList.Callback<GameIndex, UIButton>
121 {
122 onInstantiate = delegate(GameIndex a, UIButton b)
123 {
124 FontColor c = (ELayer.core.version.IsSaveCompatible(a.version) ? FontColor.Good : FontColor.Bad);
125 string s = a.Title + ((ELayer.core.IsGameStarted && a.id == Game.id) ? "currentSave".lang() : "") + Environment.NewLine;
126 b.mainText.SetText(s, c);
127 b.subText.SetText(a.RealDate ?? "");
128 b.subText2.SetText((a.permaDeath ? "★" : "") + a.pcName + " (" + a.zoneName + ")", c);
129 b.GetComponent<UIItem>().text1.SetText(a.version.GetText() + (cloud ? (" " + "isCloud".lang()) : ""));
130 },
131 onClick = delegate(GameIndex a, UIButton b)
132 {
133 RefreshInfo(a);
134 }
135 };
136 foreach (GameIndex world in worlds)
137 {
138 list.Add(world);
139 }
140 list.Refresh();
141 if (list.items.Count == 0)
142 {
143 buttonLoad.SetActive(enable: false);
144 buttonDelete.SetActive(enable: false);
145 goNoInfo.SetActive(value: true);
146 }
147 if (id == null)
148 {
149 return;
150 }
151 list.Select((GameIndex a) => a.id == id);
152 foreach (GameIndex world2 in worlds)
153 {
154 if (world2.id == id)
155 {
156 RefreshInfo(world2);
157 }
158 }
159 }
static World world
Definition: ELayer.cs:39
bool permaDeath
Definition: GameIndex.cs:43
GameObject goCloudWarn
UIText subText2
Definition: UIButton.cs:106
UIText subText
Definition: UIButton.cs:104
Definition: UIItem.cs:5
Definition: UIList.cs:9
List< object > items
Definition: UIList.cs:241
override void Clear()
Definition: UIList.cs:349
void Select(int index=0, bool invoke=false)
Definition: UIList.cs:644
override void Add(object item)
Definition: UIList.cs:302
virtual void Refresh(bool highlightLast=false)
Definition: UIList.cs:424

References UIList.Add(), backup, buttonDelete, buttonLoad, UIList.Clear(), cloud, ELayer.core, GameIO.GetGameList(), Version.GetText(), goCloudWarn, goInfo, goNoInfo, Game.id, GameIndex.id, Version.IsSaveCompatible(), UIList.items, list, UIButton.mainText, pathBackup, pathRoot, GameIndex.permaDeath, GameIndex.RealDate, UIList.Refresh(), RefreshInfo(), CorePath.RootSave, UIList.Select(), UIText.SetText(), UIButton.subText, UIButton.subText2, GameIndex.version, BaseCore.version, Layer.windows, ELayer.world, and worlds.

Referenced by Init().

Member Data Documentation

◆ backup

bool LayerLoadGame.backup
private

Definition at line 59 of file LayerLoadGame.cs.

Referenced by Init(), RefreshInfo(), and RefreshList().

◆ buttonBackup

UIButton LayerLoadGame.buttonBackup

Definition at line 25 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ buttonDelete

UIButton LayerLoadGame.buttonDelete

Definition at line 23 of file LayerLoadGame.cs.

Referenced by RefreshInfo(), and RefreshList().

◆ buttonListBackup

UIButton LayerLoadGame.buttonListBackup

Definition at line 29 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ buttonLoad

UIButton LayerLoadGame.buttonLoad

Definition at line 21 of file LayerLoadGame.cs.

Referenced by RefreshList().

◆ buttonMove

UIButton LayerLoadGame.buttonMove

Definition at line 31 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ buttonOpen

UIButton LayerLoadGame.buttonOpen

Definition at line 27 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ buttonRename

UIButton LayerLoadGame.buttonRename

Definition at line 33 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ goCloudWarn

GameObject LayerLoadGame.goCloudWarn

Definition at line 17 of file LayerLoadGame.cs.

Referenced by RefreshList().

◆ goInfo

GameObject LayerLoadGame.goInfo

Definition at line 11 of file LayerLoadGame.cs.

Referenced by RefreshInfo(), and RefreshList().

◆ goInfo2

GameObject LayerLoadGame.goInfo2

Definition at line 15 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ goNoInfo

GameObject LayerLoadGame.goNoInfo

Definition at line 13 of file LayerLoadGame.cs.

Referenced by RefreshInfo(), and RefreshList().

◆ idDest

string LayerLoadGame.idDest
private

Definition at line 55 of file LayerLoadGame.cs.

Referenced by Init().

◆ list

UIList LayerLoadGame.list

Definition at line 9 of file LayerLoadGame.cs.

Referenced by RefreshList().

◆ note

UINote LayerLoadGame.note

Definition at line 19 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ pathBackup

string LayerLoadGame.pathBackup
private

Definition at line 57 of file LayerLoadGame.cs.

Referenced by Init(), and RefreshList().

◆ pathRoot

string LayerLoadGame.pathRoot
private

Definition at line 53 of file LayerLoadGame.cs.

Referenced by RefreshList().

◆ portrait

Portrait LayerLoadGame.portrait

Definition at line 37 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textAka

UIText LayerLoadGame.textAka

Definition at line 39 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textDays

UIText LayerLoadGame.textDays

Definition at line 51 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textDeepest

UIText LayerLoadGame.textDeepest

Definition at line 49 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textInfo

UIText LayerLoadGame.textInfo

Definition at line 43 of file LayerLoadGame.cs.

◆ textJob

UIText LayerLoadGame.textJob

Definition at line 47 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textName

UIText LayerLoadGame.textName

Definition at line 41 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ textRace

UIText LayerLoadGame.textRace

Definition at line 45 of file LayerLoadGame.cs.

Referenced by RefreshInfo().

◆ worlds

List<GameIndex> LayerLoadGame.worlds

Definition at line 35 of file LayerLoadGame.cs.

Referenced by RefreshList().

Property Documentation

◆ cloud

bool LayerLoadGame.cloud
getprivate

Definition at line 61 of file LayerLoadGame.cs.

Referenced by RefreshInfo(), and RefreshList().


The documentation for this class was generated from the following file: